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RPGWatch Forums » Games » Indie RPG » Celestial Tear Demon's Revenge(Fantasy Sci-fi RPG)

Default Celestial Tear Demon's Revenge(Fantasy Sci-fi RPG)

July 19th, 2014, 04:42
Hey guys!

I'm a member of a small development team. Well its my wife and I. We started out as wanting to develop games but before we got into full development we became hobbyist to hone our skills. Now we are making our first commercial project.

We were told that this would be a great place to post after our more recent kickstarter failure. We are looking for some great feedback because we really want to make a game people would love to play.

We call ourselves White Guardian Studios, and our project is called Celestial Tear: Demon's Revenge. A 2d jrpg inspired by comics and the games that we think are great. Games like Suikoden 2, Legend of Dragoon, and Final Fantasy with a pinch of Wild Arms second ignition.

We are using all the basics which we feel are essential in jrpgs like a world map, expanding party, airships, varied locations and a unique story about race and religion. About how time can disturb the true meaning behind what matters most to society and turn it into something ugly and misguided.


Spoiler – Short description:




Our goal for this project is to make it well rounded. Even though jrpgs are known for their story and puzzles. We feel that a lot of them(especially the 2d variety) sort of neglects the battlesystem.

We are putting as much work into the battesytem that we are putting into the rest of the game. It is sporting full sized 2d pixel work with beautiful backgrounds as well as a dynamic camera system. It has a condition turn based system which adds that strategic element in battle. We also are implementing a system in which you can interact with objects such as trees and pillars to help give players the edge in sticky situations.



When it came to exploration we want you to be able to interact with the environment. Although we map with borders and passiblity limits, you can still climb, jump, swim and pick up objects. As well as use character specific tools to open your path to explore hidden places and find secret objects.


Since we are huge comic fans we thought it would help us not only separate our game from most rpgs but introduce an art style to the genre that is rarely used. So as far as presentation goes we help progress the story with motion comic cut scenes both pixelated and high quality pieces.

Spoiler – pixelated

Spoiler – High Quality


We have a very basic demo released if you would like to try it and give feedback. We would love to know what people think.

Demo

Celestial tear Demon's Revenge will be separated into at least 2 parts for the PC. Each part being a complete adventure lasting at least 14 hours. We really would love to get greenlit on Steam. So every vote counts.

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Last edited by Trexrell; July 19th, 2014 at 04:52.
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August 1st, 2014, 00:29
We just did a rather huge update on the current demo so if you downloaded it previously you will have to delete your save or it will cause an error. There is now a survey at the end of the demo. If you have already played and wish to take the survey now, please do so. Your feedback will help us make a much better game. Also, if for some reason, you did not get to the end of the demo, here is the link. Survey

Demo

Change Log: 1.04 -
Spoiler


We have moved forward with everything we are working on what will be the final leg of the demo because if it is any longer most people will probably not play it to its completion. So you will have the option to either play as Sen or Jagen for two smaller campaigns. We plan to give more info on that later on today in our first video log whenever my daughter goes to sleep lol.

Right now am I currently working on one of the more elaborate cut scenes. It involves one of the main antagonist and happens shortly at the end of Jagens demo campaign when we next release it. Here is an example.


We are also working on doing some of the code for the battle system. Yin is implementing the timed hits and seeing how we could bring that to a more completed state. Yin has done a bunch of the code work for many things since the end of our last campaign. She has completed the crafting system which involves creating new and unique items so some combination of items could have different effects. We will go over more of this in our vlog.



Yin has also completed the shop. She took inspiration from the Tales of Vesperia series in which you can select all the items you would like to buy and check out all at once.



In our effort to gain more support we have launched anepocu campaign. With this we are looking for at least 50 supporters to boost our confidence and to let us know where we stand as far as having an audience. So if you like it please let us know by supporting us on this platform. Right now we currently have 18 supporters and I am pretty excited about that!

We also plan on relaunching our crowd funding campaign for the final time at the end of August or the beginning of September. In honor of such an occasion we are going to start a design contest for a boss enemy in the game. We will have details on that soon.

We know you guys like and support our project so if there is anything new you could suggest for us in our next campaign please let us know. We think the most important thing to do is to get as many people as possible to pledge on the 1st day and get us noticed by the kickstarter staff. We have found many mistakes with our times on this platform and we are working on some better solutions. We are spending more time getting the word out more than ever. We want this more than anything and we are always open to advice and criticism.

Thank for reading this update and we shall have our vlog up soon.

Sincerly,

-Tyrell & Whitney White
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August 5th, 2014, 11:37
Taking in some feedback one and trying new faceports.
Took your feedback and now we have new ports what do you think?





One of the things we are trying to do to make the game unique is getting a really strong hold on the comic book theme. So we are going to try to go all out with it. Incorporating new text boxes and some old school onomatopoeia. Let us know how we are doing. With your feedback can help shape the game.

Those who have played it took the survey and it is giving us a real good idea on what we need to do.
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August 5th, 2014, 13:32
I voted for this on Steam Greenlight. There are never enough Sci-fi RPGs.
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August 5th, 2014, 19:54
Originally Posted by JDR13 View Post
I voted for this on Steam Greenlight. There are never enough Sci-fi RPGs.
Thanks a lot. Since it is a bit of an amalgamation of fantasy and sci-fi elements the sci-fi starts off subtlety with a few hints here and there but transform into something that may surprise most people. So there is a very strong Sci-fi element to our game.
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August 11th, 2014, 08:46
Boss Enemy Design Contest!

*
In honor of our upcoming Kickstarter, we are doing a boss enemy design contest in order for someone to win some really cool stuff before the campaign even begins. We want people to get involved with the creation of the game and we figured this is the best way of doing it.

Here is how you enter:

1. Draw a boss by the 28th of August. The boss can be a human, jeht (demonoid being), or a creative mystical beast. Just about anything you can think of.
2. Write a compelling back story describing its powers and abilities.
3. Email your drawings to yin@whiteguardianstudios.com with the subject line: Boss Enemy Design Contest!

Join our facebook page: https://www.facebook.com/DemonsRevenge
We will announce the winner on Facebook, Twitter, and our main website. There, you can comment onyour submission and put more attention towards your creation!

What Do You Win?
*


The winner gets their boss in the game, a poster of your creation drawn by our artist Ricky Gunawan. The winner will also receive a copy of the game.

Rules or Restrictions:

- By submitting to our design contest, you agree that you will give us your mailing address if chosen as the winner (unless you don't want the physical prize).

- If the design is a human, they normally derive their magical abilities from objects or the type of region where they are from.

- If the design is a jeht, they generally have red, black, white, or dark purple skin. Some are shape shifters and can look like humans with extremely pale skin tones. They usually have abilities derived from their physical physique, which is of immense strength and speed, and have natural abilities that deal with the elements of light, darkness, fire, water, ice, earth, and wind.

- Mystical creature anything goes.

- You agree that you are age of consent in your country, or have permission from an adult to give out your address and receive a prize from us.

- You can submit as many designs as you like

- You do not need to be a great artist as we will be judging the contest based on creativity in the design, story, and powers/abilities.

- If it's anthropomorphic, please don't use nudity. It will not be chosen.

- We reserve the right to change the rules as we see fit if necessary.

- Ask any questions on facebook, twitter, or our website, DemonsRevenge.com.
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August 14th, 2014, 23:52
Recently we have gotten some question about the battle system and I wanted to clarify some things. I want to let people know what the final product will produce apposed to what it is now in the demo.

The Battle System:

As it stands right now it has every bit of the functionality of any other battle system. Our goal for it is to not be a button mashing fest. We personally realize that it is that way but it is indeed far from complete. A lot of the functions are currently in the game but not yet fully implemented.

Environmental Interaction:

This function is currently in this build. With this you can use a special skill to affect the battlefield. If there is an object on the battlefield, your party members would use their abilities to interact with it. These things would incorporate their strength, stealth or whatever that particular character could do. These things would range from hiding behind objects, knocking down or picking up objects or blowing them up. Yin even came up with a cool idea in an area where there would be chemicals or alchemy in which you knock the opponent into it and they could have a chance to transform into a werewolf or something like that.

Positioning:

This is actually something quite new that we noticed about the current system you will be able to have your character move to a particular position on the map to either avoid certain things, or to gather them for buffs or healing. The strategy would lie within who you were facing and what would be the best thing to do. Especially when it came to AOE spells and attacks. This is something quite new and we are still going over the details. It gives more depth to the environmental aspect and makes it a bit more strategic.

Switching Party Members:

There is currently the ability to switch out party members mid battle. When there is a situation where a character is low on health or their abilities are a not too effective in a particular situation you can switch them out.

Combo System

We love turn based combat. We think it is fun and engaging in its own unique way. We are also a big fan of a good challenge combined with plenty of action. So we are working on a way to get timed hits that form into combos similar Legend of Dragoon. Each character will play very differently depending on their speed and type of abilities they may have. We are also talking about taking some cues from Tales of Vesperia in which a magic user can tap a button to cast faster or do a more advanced spell. We want the players to feel engaged with this system and feel like the battles are just as important and fun as the story and adventure.

Cooperative Attacks

Characters that hold a connection to each other will be able to do a unity attack similar to Suikoden 2. They will be unlocked similar to Wild Arms 4 (Through scenes and building connection to other party members).

Summoning(Jehts)

This is an ability that only Jehts/Demons can do, which will function like a limit break (Bar fills up and opens new abilities). It will protect you similar to the GF in Final Fantasy 8, but you will control and summon it.

Rage(Humans)

Rage is an ability like summoning, used like a limit break. It allows the human to do an ultimate attack similar to final Fantasy 7.
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August 21st, 2014, 11:09
Hey guys! We have lots of news and big things happening for CT: DR that have all come at the right time.

First let me start by saying that your support has really given us the confidence to go on and try our best to complete this game. It is a passion of ours to make this game as well as others and see it to completion.

I will like to show you guys some of the cool contest submissions we have had over the course of the event. There are some pretty creative entries as well as some unique and interesting stories. The contest ends soon so get your submissions in by the 28th.

Contest Submission

Spoiler


We have also had a very good game commentator by the name of Flick do a nice video on our game check it out.
http://www.youtube.com/watch?v=780xXavo1BY

We have also had some rather interesting streams one that I was very excited about.I watch this stream every Sunday when I'm not working and I am a big fan.

We had a really good interview and they played our game on the stream. I was extremely excited to be on their show and the video will be uploaded on their page on Monday.

Epocu

The Epocu campaign is going really well. We only have a few more days left but we only need 10 more supporters. Help us reach that goal guys and we will be more than ready for our next launch. Here is the link here we really need your support.

Epocu



We have been receiving a lot of news coverage these past couple of days. Youtubers and streamers, not to mention the contest. We have decided this is as good of a time as any to do our third and final Kickstarter campaign for CT: DR on September 2nd. Guys we really need your support. I'm working on a new trailer and we are sending out more emails, talking to more lets players, and getting everyone excited for this. We are doing a lot of work but we can not do this without our supporters, our friends, and our fans. For more info check out our blog post.
Demon's Revenge Blog

We really need you guys feedback on our current campaign please review the preview and let us know what you think. The new trailer will be uploaded before we launch.Kickstarter Preview
Last edited by Trexrell; August 28th, 2014 at 23:08.
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August 26th, 2014, 07:32
We just recently had another great video review for those who are interested.

https://www.youtube.com/watch?v=uq2xJ5R79W0
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August 28th, 2014, 23:06
All entries for the contest are in. We have had some really good participation and it will be a lot of fun seeing these creations in game. I would love to have everyone who participated be a winner but we are going to do it in a community vote on the official website. Look out for the link as we will be posting that soon.

In just 5 days our Kickstarter campaign goes live! We are really getting close and we really are hoping for a huge showing from our community. This not only helps us bring people the game sooner, but provides it with much more quality and scale. It becomes a bridge for future games from us and allows people to be a part of development. If you have not yet subscribed to our newsletter and want to keep informed here is the link just click on the kickstarter banner. http://demonsrevenge.com/

We finally have the interview that we did with Average Giants. I stumbled over my words because I was so excited! I do not think I even gave the reviewers enough time to ask questions.

http://www.youtube.com/watch?v=R9hVtXB2no8
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August 29th, 2014, 08:25
Voting is up for anyone who wants to participate.

Contest Voting
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September 2nd, 2014, 03:56


We are less than 24 hours until our campaign day! We need all the support we can get. Even if all you can give is a dollar anything helps on the 1st day as we need to build popularity. If you guys think our game is cool please join us.

Visit our website for more info. http://demonsrevenge.com/
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September 3rd, 2014, 02:04
We just launched! https://www.kickstarter.com/projects…demons-revenge
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September 3rd, 2014, 18:36
Originally Posted by Trexrell View Post

Combo System

We love turn based combat. We think it is fun and engaging in its own unique way. We are also a big fan of a good challenge combined with plenty of action. So we are working on a way to get timed hits that form into combos similar Legend of Dragoon. Each character will play very differently depending on their speed and type of abilities they may have. We are also talking about taking some cues from Tales of Vesperia in which a magic user can tap a button to cast faster or do a more advanced spell. We want the players to feel engaged with this system and feel like the battles are just as important and fun as the story and adventure.

.
I've got to be honest, this^ right here has completely killed my interest in the game and is the only reason I'm not backing it. I hate any attempt to incorporate twitch elements into turn-based combat… It adds nothing, other than a big annoyance to me. The reason I love turn-based combat is because (when done right) it requires requires tactical thinking; I get plan a strategy and see if it works… When done right, turn-based combat will challenge me and keep me on my toes; having to think of new strategies to take into account different enemy types, etc. If you love turn-based combat, I just don't understand why you'd want to pollute it with button mashing / quick-time events or anything that makes the outcome of battle determined by anything other than strategy. If you could at least implement an option to completely disable these, I might be interested again; although even if you do, I'd be concerned that option would essentially become an "easy mode. I like a good challenge, but tb combat shouldn't be influenced by my reflexes.
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September 4th, 2014, 03:15
Originally Posted by daveyd View Post
I've got to be honest, this^ right here has completely killed my interest in the game and is the only reason I'm not backing it. I hate any attempt to incorporate twitch elements into turn-based combat… It adds nothing, other than a big annoyance to me. The reason I love turn-based combat is because (when done right) it requires requires tactical thinking; I get plan a strategy and see if it works… When done right, turn-based combat will challenge me and keep me on my toes; having to think of new strategies to take into account different enemy types, etc. If you love turn-based combat, I just don't understand why you'd want to pollute it with button mashing / quick-time events or anything that makes the outcome of battle determined by anything other than strategy. If you could at least implement an option to completely disable these, I might be interested again; although even if you do, I'd be concerned that option would essentially become an "easy mode. I like a good challenge, but tb combat shouldn't be influenced by my reflexes.
Thanks Dave for the feedback! We will just add an option in the options menu to turn it off. We want to appeal to every type of gamer. A lot of people I talked to, do not like turned based combat. I thought of this as a way to implement sort of a fighting game aspect, rather than a button mashing / quick-time events system. The gameplay will be the same. We expect people to get the combos most of the time but to add an extra level of control on how much greater it effects the enemy rather than with percentages. So there will not be an easy mode. Think of it more like Mother 3 battle system though if you do decide to try that option in the future.

We are adding things in the options for a lot of things people do not like. Voice acting, brightness(sometimes things get dark at night.) and what ever other feedback we get.

Thanks again Dave, if you have anymore questions I am always happy to answer them.
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September 11th, 2014, 08:33
Ok guys Its been far too long since I made a forum post. Here is a brief summary of all the things we have been going over in updates.

Update #3 I did a V log talking about the campaign.
https://www.kickstarter.com/projects…e/posts/977034
http://www.youtube.com/watch?v=QBAToTcRq10

Update #4 Boss enemy contest winner was announced
https://www.kickstarter.com/projects…e/posts/977507
Congratulations to Fred Green & his wife who collaborated to create Adelyte.


Update #5 Motion comic cutscene
https://www.kickstarter.com/projects…e/posts/978579
http://www.youtube.com/watch?v=-gX4L…CXl4KlXxZLgyyw

Update #6 Thanks to our artist
https://www.kickstarter.com/projects…e/posts/979854


Update #7 Stretch goals
https://www.kickstarter.com/projects…e/posts/981756
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September 19th, 2014, 10:59
We have a bunch more updates since I was last around.

Update #8 We show some bigger boss enemies among a lot of other things.
https://www.kickstarter.com/projects…e/posts/984271


Update #9 We talk about the tragedy that befalls the main character and her brother.
https://www.kickstarter.com/projects…e/posts/985160


Update #10 We talk more about the character Zone and what his story is.
https://www.kickstarter.com/projects…e/posts/985855


Update #11 We had a streamed interview with Indiegame Magazine
https://www.kickstarter.com/projects…e/posts/986950


Update #12 Updated demo with community suggestions
https://www.kickstarter.com/projects…e/posts/987155


Update #13 I thanked all the backers and we had another youtuber play our game.
https://www.kickstarter.com/projects…e/posts/987172
http://www.youtube.com/watch?v=agnP04w0JIE

Update #14 We get our contest winner image and sprite done.
https://www.kickstarter.com/projects…e/posts/990846
http://www.youtube.com/watch?v=JUsmsO7lfSc
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October 7th, 2014, 23:53
https://www.kickstarter.com/projects…k-inspired-rpg

Hey guys we are 44% of the way funded and any help in spreading the word would be appreciated. If you would like to ask us some questions we just posted on reddit feel free to join in.

http://www.reddit.com/r/kickstarter/…arter_to_fund/
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October 16th, 2014, 01:39
We are almost 60% we have had a bunch of really good news coverage over the last week such as an interview with Punk and Lizard and pieces by CinemaBlend and Siliconera. Be apart of our kickstarter campaign. Make our dream a reality. Share & pledge on our page. Kickstarter
We have been featured in numerous articles around the web, check them out and please help spread the word.


CT: Demon’s Revenge Combines 16-Bit RPG With Classic Capcom Arcade Games


Celestial Tear: Demon's Revenge Takes A Different Approach To RPGs


KICKSTARTER: CELESTIAL TEAR: DEMON’S REVENGE COMBINES COMIC STYLE ARTWORK WITH FINAL FANTASY ROLE PLAYING


Celestial Tear: Demon’s Revenge – A comic book inspired RPG gets a PS4 stretch goal

And many more!
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October 16th, 2014, 09:17
Thought I would add I have a new interview with Trexrell that will be posted tomorrow. So look forward to reading it, and thank you Trexrell once again.

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